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Saw your message about this on Twitter, so I came to try it. I only played with the Wizard, but I did complete a run through the end so here's my feedback:


- Gameplay loop on its own is really good. Obviously inspired by the likes of Slay the Spire, but being able to exercise some mode of control with the aiming is a fantastic touch that gives the whole thing an entirely different strategy.
- Being able to manipulate the environment to harm enemies is a great idea, though I suggest some way to make this more interesting by making it so it might not always be helpful (say, you intend to crush an enemy with a falling wall but it hits another obstacle on the way down and gets propped in front of him instead, now providing him with unintended cover).
- Aiming is good, but maybe there could be a way to adjust angle and not just distance. Don't know if that'd mess with the planned difficulty, but it could improve the strategy side of things.
- Being forced to spend your remaining attacks after all enemies are defeated is pointless and time wasting. The battle should end immediately instead.
- Bullets keep hitting enemies while standing still. I don't know if this is intentional or not, just pointing it out. It does make things a bit easier, though. Perhaps you could implement a system (unrelated to the existent modifiers) where you choose from different bullets to load in your guns before starting each battle. So some bullets can do more damage but disappear upon hitting the floor while others could do less damage but stay longer and hit more times. Don't know, just an idea.
- Also, I don't know if you already intended to do this (I assume you do), but you should really implement branching paths.

That's all I can think of for the moment. I'll continue to follow the development of it with interest, as it's very promising. Take care.

The combos are really really cool, can't wait for this to develop further! I completed the demo on my first run and I made some pretty cool combos doing so. I only wish there was a way to figure out what enemies do before allowing them to attack so I could prioritize targets, but this has the potential to be a really really fun game. Keep going man!

Wow loved this. I was able to complete it on my third/fourth run. It had a bit of a learning curve to it. I didn't know how useful leech was until I played Alchemist and it ricocheted :) Then I achieved god-like immortality. (might need nerfing or not) 

I got into an incident when one of the characters got shot outside the map. I combined the homing modifier and the ice bomb, which shot the little guy out of the map. I was able to kill it after a while of guessing. Maybe the map has some extra space there. I didn't know when it died  so I was thinking having an enemy counter would also be a nice addition.  - Your friendly cat in a box

Looks cool, couldn't get far due to a bug though? After aiming - how do I shoot?

you have to hold down left click

Ah gotcha. Pretty cool game, lots of flexibility for interesting environmental interaction with the physics system. The attack combinations are interesting but don't seem to mesh too well together, or at least lacks something to bring it to Noita level of fun and interesting combinations.  Maybe tweak the world map a bit, not sure in which direction but feels like it could be more engaging somehow.

A few issues I found. Sometimes the hanging chains would block enemies in the back completely, making it almost impossible to kill them...maybe make the chains die in 1 hit?. Bullets shot under the feet of enemies in water are OP as they tick damage pretty fast and last a few seconds at least. Would be nice of shooting was on mouse release so you can time it better.


Overall great job! I could see this fleshed out into a full Steam release at an indie price point.

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tuff, really good concept. I wish I could change the angle on the shot though

unique game ! looking very cool : )

any specific feedback?

would to good if i can control the arrow keys : )

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bet

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sweeeeet

Thank you!

thanks for testing